11
votes
Music video VFX magic with Captain Disillusion and Atarashii Gakko!
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- Title
- Music Video VFX Magic With ATARASHII GAKKO!
- Authors
- Captain Disillusion
- Duration
- 22:01
- Published
- Jul 26 2022
Well, this explains why Captain Dissillution hasn't been releasing any of his usual videos lately.
I saw this yesterday and I don't know why I didn't think to post it myself. It really shouldn't surprise me to see CD knows about all of these music videos but it's still exciting to hear him bring up Perfume.
If there's one thing to take away from this video, it's how amazing Blender is today. :P
Blender seems like a rare unicorn project.
My take away was how much effort is involved in post-production work.
I'm not sure if that's the correct technical term. I always think of "production" as the recording/filming, pre-production as the planning and post-production as manipulating and editing everything before you unleash it on the world.
It's kind of hard to tell how much effort each of these steps because of the guy's sense of humor. Some things he talks about are actually fairly simple to do (at least once you know what you're doing). When he said that his virtual set for the first video was simple, he actually meant it. The shadow fixing trick he used sounded really impressive, but it's not actually terribly difficult to do and it's more common to use this kind of compositing trick than you'd think.
He does mention about how painful it is to have to rotoscope the performers when they're not in front of the green screen, but unless you're familiar with the process you probably don't know the scale of it. You're basically tracing over their outlines for every single frame - of which there are potentially thousands. It could easily have been the longest time-sink for this entire project, and it's extremely tedious work.
The thing that's most impressive here is the breadth of his knowledge. Generally in the industry a person will work in a specific subsection. A VFX studio will generally have a bunch of specialists to handle things at an extremely granular level; you might find a lighting specialist, or a shader programmer who is in charge of making materials more lifelike - which in itself a different job from a texture artist. This guy is wearing so many different hats that I'd imagine he owns a walk-in closet just to store them.